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MAKING OF

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Making of Little Bunny. Introduction This project started in a moment of free time at the studio where I’m working. As a Generalist I wanted to do an image where I can study a little bit of every aspect of a project. For me the hardest part was to decide what to create, so after spending sometime on thinking, I figured out that I wanted to do a weird cartoon, and then how this bunny started to "born"... Concept As I knew that my target would be a weird cartoon so I started to plan the psychological profile of the character: He doesn't like anyone, doesn't have friends, he is evil... He's a creepy badass. Defining this profile would be easier to think how he would be physically: have to get a huge mouth with threatening tooth that could easily hurt somebody, a swollen belly, probably full of maggots and apparently about to explode. And to finish, his eyes would be black to complete the weirdness of the character.

Modeling The model was done in Maya and the details in ZBrush. Making of 'The Cow Girl' - Samar Vijay. Making of PUNK by Vikram V. MEET MELINE : THE MAKING OF (Sebastien Laban and Virginie Goyons. Making of Anne - Joel Mongeon Portfolio. Making of Pink Assassin. While all this work you should always have photo references in sight. I like to use the freeware program “IrfanView" for viewing pictures. You can set it to “always on top" and place it over the GUI of the program you are currently working in. The next step was to create the textures for her face. I used ZBrush polypainting for this.

Once I’m happy with my base, I export this as texture at maximum resolution. Making of Ingrid Bergman. About Ingrid Bergman - At the age of 17, Ingrid Bergman auditioned for and was accepted to the Royal Dramatic Theatre in Stockholm. During her first summer break, she was hired at a Swedish film studio, which consequently led to her leaving the Royal Dramatic Theater to work in films full time, after having attended for only one year. At the age of 21, she married a dentist, Petter Lindström (who would later become a neurosurgeon). In 1938, she gave birth to a daughter. References - Finding good references is the key to making a good likeness, for that I always use screen captures from movies because sometimes you can find shots where the character turns and the camera distortion is always the same and predictable.

Modeling - I used an old base mesh and jump straight into ZBrush for tweaking. After I'm satisfied with the sculpt, I import the file into Maya and try to match the camera with my references then make a direct comparison in Photoshop by placing the two side by side. Making of Prince NyTael. Hi there, my name is Malanjo and I'm from Portugal (Trás-os-Montes e Alto Douro), and I want to thanks to Lynette Clee and the 3DTotal team for inviting me to create this making of.

This is the 1st of 6 characters that I'm creating to apply to Blur Studio (Venice, California). By the way, I wish to also give thanks to Laurent Pierlot and to Alessandro Baldessorini (from Blur Studio) for their personal opinions during the execution of this project. Thanks guys! Okay, let's go! Concept and Idea So, the goal was to create something like a fantasy monster or an alien - not an "ordinary" alien or monster but one with fur; something visually strong and demanding of respect, whilst at the same time giving the sensation of relaxation and security. After a search on the Internet I found some references, such as from the game "Asura", and I used these sketches and paintings to help create the final mood: With this project, it was necessary for me to make my own sketches, as follows: Modelling. Making-of 3d : Wolverine - Sébastien Graux. Introduction Ce document a pour but de faire la démonstration de mon pipeline de production dans la création d’un Character Low-poly.

Les sujets abordés seront la modélisation et sculpture 3D, retopologie et optimisation, dépliage UV et la génération des textures de Normal et d’Occlusion. Les softs utilisés : 3DS Max 9 / 2009 Z-Brush 3.1 Photoshop Unfold 3D Polyboost Polygon Cruncher 01- Analyse du Concept Avant tout, j’analyse le concept, Wolverine est un héros agressif et bodybuildé. 02- Le Rough J’ai besoin d’un guide qui me servira à créer une topologie plus soignée dans l’étape suivante. 03- Le Mesh de base Comme il s’agit d’un Character Low-poly, la topologie qui suit aura un double emploi.

Avoir un maillage composé de quads uniquement est indispensable pour supprimer au maximum les éventuels problèmes que je pourrais rencontrer durant le reste du processus. Cette nouvelle topologie m’a donné l’opportunité d’ajouter des doigts aux mains, la bouche. Meet Meline' The character at that stage didn't even have a name, but soon enough, there were enough interesting actions for her to do, to fill a very full five minute short film.

"We had already done some early character and set designs, the story was quite intense already; so we suggested something that would later take two whole years of our lives," says Sebastien. The couple had so many ideas. They started to write them on paper. "I remember one thing that I really enjoyed doing," explains Sebastien, "We started to mime the little girl in our bedroom. I was pitching 'She could look down for a second, then she looks up, freaks out and starts running! ' while physically doing what I was saying. In no time at all, the collection of ideas were piling up. The Area :: Tutorial :: "The Dream" - MAKING OF. Greetings to everyone who are interested in the work called “Dream”. For the next few minutes, I, Alexey Kashpersky (RIDDICK) will be with you to share some of the steps in the making of this image.

Composition is a very important step that requires your full attention, if you do not want the visitor to forget your work and just turn the page. I have more to say about this process and how it parallels with the creation of the work. I constantly cleaned and refined the composition, making sure that those changes added something to the overall piece. Here are examples of compositions in their various stages of work. The original idea was to create a girl on a chair, because I became engaged in the search for the most optimal form of a chair. Of the final composition, I removed the chair and replaced it with water instead, but, nevertheless, this stage was a part of the process and therefore, I'll mention it here.

At the end, I collected up to 500 various references. Tdw72_t_zbrush.pdf (Objet application/pdf) FEMALE CHARACTER CREATION SCULPTURE // BATH. Making of Punk. Sculpting One of the most interesting parts of character modelling is sculpting. To flesh out a character I use the clay brush or the claytubes brush most of the time. Somehow, I cannot get around using the standard brush, it seems to be destructive in a certain way, and if used with too much depth, it tends to take away the control from the artist. Claytubes brush, on the other hand has an additive way of adding detail. 3D Total - The cg artists home page - 2D and 3D graphics reso. 3D Total - The cg artists home page. 3D Total - The cg artists home page. Introduction It's very crucial for a creator to foresee the image in his own mind and be able to know if it will make a good artwork, or not. I wanted to create a scene filled with tension and drama, just like a still from the film itself.

Designing the Movement Planning the work, I wanted to bring out the tension and conflict as a priority, which led me to an explosive duel scene that would draw audiences into the work. Fig. 01 Fig. 02 Architecture I re-designed the poses and polished up the buildings. Fig. 03 Dramatic Element In the film, Megatron is pictured as the destroyer, and Optimus Prime as the protector. Composition To enhance the tension of the scene, I chose a radial composition that was similar to the basic perspective. Fig. 04 Painting & Progression Colour-wise, it took me a long time to consider the colour of the sky, and it also went through a lot of changes. Colouring Fig. 05 Fig. 06 Fig. 07 Altering the Arms Fig. 08 next page > 3D Total - The cg artists home page. Making of Hakara. Greetings, First thanks to CGArena for the opportunity to publish this making on your website.

And thanks to Cesar Sampedro, Amadeu Aldavert and Alicia Pereira for their help. Motivated by the ideas and designs from Luis Royo and Boris Vallejo I decided to create a sexy girl with little clothing and weapons. At first I only had to look for references of beautiful girls and choose one interesting and suggestive pose. Once the idea was clear I only need to take a naked model and to pose it. In ZBrush I got a better shape and better overall proportions, as well as the details of wrinkles, fat, bones...and I leave the model perfectly for the camera which I will use for render. Then in Photoshop I made my first concept based on the model and made the pose that I liked. Making of Classical Girl. Making of Classical Girlby Wang Shiyong, China Web: www.wangshiyong.com Introduction This model cost me a long time.

I try my best to make it perfectly, so sometimes I change the superciliary arches prominent, sometimes I choose to have the eye lids inward or outward, sometimes I have to check the cheek bone to make it proper and sometimes I have to better the musculus orbicularis oris shape, the nose shape, and so on. I always make best efforts to make the structure clear and challenge my limits to making the oriental beauty. Then make a good balance between the structure and the appearance. With the processing going on, I find many things must be discarded. I have made models for years, and spend much time in drawing as well. Welcome your e-mails to discuss every aspects of CG, and I hope I can grow with you on the road of making CG together. The Process of Beauty Making Tip 2: We cannot ignore the wiring when come to the making model. Step 2 the modifying and in-depth wiring. Making of a Chinese Girl. Introduction - After seen a lot of nice girl renders on Internet, I decide to make a Chinese style girl.

In the period of making this girl, I found that the most important thing to a character is the facial expression and posture, when considering the facial expression, I paid most attention on her eyes and mouth, coz these two areas are the key to the facial expression. I believe there are lots of friends like me who’s learn by his/her self and not have an art background, if we want to make a veracious character model, I think the most important thing is not only to read the books about 3d skills ,but also to learn “anatomy of human” and books about art theory, it’s really helpful !

Because when you read those books, you’ll understand the human structure, when u know what it should be looked like, you’ll of course know how to make the model. Ok, I think I’ve saying too much ,lol, now I’m gonna share with you my workflow and some experience. Modeling - Making of the Young Girl. Introduction - Hi everybody! My name is Viki Yeo. I'm from Korea and I'm a character artist for games.

I am going to show you how I created my image “Young girl”. I used 3ds Max 2008, ZBrush, Mental ray, Photoshop CS2 and reference images by www.3d.sk Concept - This model is a girl who is Petra. Modeling - I created a base mesh in 3ds Max. After I imported the base mesh, I sculptured the details using ZBrush. The displacement map has been created and saved as a 16 bit grayscale TIFF file in ZBrush. I brought the mesh and displacement map in 3ds Max again. I add the Shell and turbosmooth modifier to sweater. Making of the Angelina Jolie.

After having collected some pictures of the famous actress Angelina Jolie, I decided to use some of them for giving life to my homonymous creation Angelina Jolie. Before starting the phase of modeling it was important to take a moment to observe properly the features of this beautiful actress, above all of her cheekbones which are very particular and pronounced. Starting from the two references, front and lateral view, I modeled the lowpoly face, imported into ZBrush and increased the subdivision level by 2 steps. Then, I could concentrate on adding details to critical areas of morphology like mouth, nose, bowed eyebrows, eyes and ears. During the working process, I pay attention to maintain a clean and morphologically correct mesh and to avoid disharmony, in order to permit an efficient modeling in ZBrush without too many difficulties. I added loops only on the more important areas, to have a more manageable mesh for the modeling.

Making of the Standing Beauty. Making of the Standing Beautyby Asan Umerov, Ukraine Inspiration - I really like the photography. In this work created for CGArena challenge themed beautiful and won the third prize, I tried to reproduce the style of classical black-and-white photographs. Slightly looking at the Google and I found a few suitable images. [Warning: this making contains the CG Nudity] Start - In this small project overview I will try to explain the steps taken to create this image. At first I have drawn the fast sketch by hand. Has opened it in a Photoshop, and very roughly finished the basic light-to-dark transitions.

Modeling - The aim was to make the low poly model in a T-shaped position. Making of the Korean Actress Song Hye Kyo. Making of Meet You. Making of the Warrior. Making of Manolia. Secrets of Swimsuit Babe.